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CS 235: User Interface Design February 3 Class Meeting

CS 235: User Interface Design February 3 Class Meeting. Department of Computer Science San Jose State University Spring 2015 Instructor: Ron Mak www.cs.sjsu.edu/~mak. Example Use Case Alternate Sequence. Design Patterns. A design pattern is A description of a problem.

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CS 235: User Interface Design February 3 Class Meeting

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  1. CS 235: User Interface DesignFebruary 3 Class Meeting Department of Computer ScienceSan Jose State UniversitySpring 2015Instructor: Ron Mak www.cs.sjsu.edu/~mak

  2. Example Use Case Alternate Sequence

  3. Design Patterns • A design pattern is • A description of a problem. • A solution that you can apply to many programming situations. • Design patterns show you how to build good user interfaces. • Design patterns are proven design experience. • Design patterns describe best practices. • Design patterns capture structural and behavioral features of an interface.

  4. Design Patterns • Design patterns are not code, but are general solutions to design problems. • You apply them to your specific application. • Design patterns give programmers a very high-level pattern language and a short-cut vocabulary to discuss design issues. • Independent of specific implementations. • “We should use the canvas+palette pattern here.” • “The wizard pattern will simplify this code.”_

  5. Design Patterns • Each design pattern should have: • A short name • What: a brief description of the pattern • When to use: a brief description of the context • Why: a description of the problem that it solves • How: a prescription for a solution_

  6. Design Patterns, cont’d • The building architect Christopher Alexander formulated over 250 patterns for architectural design for physical buidings. • Co-authored A Pattern Language: Towns, Buildings, Construction, published in 1977._

  7. Organization Design Patterns • Design patterns for the high-level overall layout of an application’s user interface. • Information architecture • How to organize an information space. • Interaction model • Determines how users navigate. • Establishes consistency.

  8. Organization: Feature, Search, and Browse • What • A featured item • A search box • A list to browse • When • Engage the user • Provide other options • Enable searching • Why • Browsing and searching are common • Hook the user with the featured item

  9. Organization: News Stream • What • Time-sensitive items • Reverse chronological order • Frequent updates • When • Communications channels • Timely content • Why • Allow users to keep up with news streams • Users can check often

  10. Organization: Picture Manager • What • Thumbnails of pictures for browsing • Feature one picture • When • A collection of pictures to organize • Why • A natural way for users to organize and browse a picture collection

  11. Organization: Dashboard • What • Single information-dense page • Information widgets frequently updated • When • An incoming flow of information • Why • Users need to monitor the information • See what’s important at a glance

  12. Organization: Canvas + Palette • What • Palette of drawing tools • Canvas for drawing • When • A graphics editor • Create new objects • Arrange object in virtual space • Why • Closely matches a user’s mental model of how to create some artwork Designing Interfaces, 2nd ed. by Jenifer Tidwell O’Reilly Media, 2011

  13. Organization: Wizard • What • Steps to accomplish a specific task • When • A complicated task • “Don’t make me think. Just tell me what to do next.” • Why • Handholding for the beginning user • But can be frustrating for experienced users

  14. Organization: Settings Editor • What • One place to change settings, preferences, or properties • Group content • When • Users have many choices to create a profile for an application • Why • Easy to find and use • See all choices in one place

  15. Organization: Alternative Views • What • Show multiple views of the same data in different formats • When • A single view is insufficient • Users can choose views • Why • Different views show different aspects of the data • Different users may prefer different views

  16. Organization: Multiple Workspaces • What • Multiple tabs or windows to view different pages, one at a time. • When • An application can manage multiple pages of content • Each page is separately managed • Why • Users want tomultitask • Don’t want toopen multiplecopies of theapplication

  17. Organization: Multilevel Help • What • A variety of ways to provide help to the user • When • A complex application • Users need with specific features or tasks • Why • Provide help when and where needed • Help can be light- or heavyweight • Reminders, tips, or tutorials as necessary

  18. Navigation Design Patterns • Design patterns for how a user navigates within an application. • Can a user achieve a goal without wandering off course? • Where am I? • How did I get here? • Where do I go from here? • How much farther to go? • Signposts • Features that help a user determine where he is.

  19. Navigation Basics • Navigation errors are frustrating for users and can be costly. • Each new page requires a context switch. • Waste time on wrong paths. • Keep low the number of page jumps required to achieve a goal.

  20. Navigational Models Clear entry points Fully connected Hub and spoke Sequential Pyramid Multilevel Designing Interfaces, 2nd ed. by Jenifer Tidwell O’Reilly Media, 2011

  21. Navigational Models, cont’d Pan and zoom Modal dialog Escape hatch Bookmark Designing Interfaces, 2nd ed. by Jenifer Tidwell O’Reilly Media, 2011

  22. Navigational: Clear Entry Points • What • Only a few main entry points into the interface • Task oriented, clear calls to action • When • Ideal for first-time or infrequent users • Can be bypassed by experienced users • Why • Avoid too muchclutter when anapplication isfirst opened • Do not over-whelm a noviceuser

  23. Navigational: Hub and Spoke • What • A page filled with links to other pages • When • A table of contents or a portal to show the user where to go from here • Why • The user can decide where to go • Return to this page to go elsewhere

  24. Navigational: Pyramid • What • Sequential pages with back and next links • A link to return to the top • When • Sequential text organized by chapters • Return to the table of contents at the top to pick another chapter • Why • Matches a user’s mental model of a tutorial

  25. Navigational: Modal Dialog • What • Show only one page with no navigation options • The user must complete the page’s task • When • The application can’t proceed without user input • Why • The user can’t ignore the page and must provide input • Can be disruptive and annoying to the user

  26. Navigational: Escape Hatch • What • The user can abort a task • When • The application takes the user down a path but the user may want to back out • Why • The user changes his mind or recognizes that he is going down the wrong path

  27. Navigational: Sequence Map • What • Show a map of pages in sequence • Include “you are here” • When • The application takes the user along a linear path • Why • The map tells the user how far he has gone and how much farther he has to go

  28. Navigational: Annotated Scrollbar • What • The scrollbar says “you are here”. • When • The application is document-centric or allows pan-and-zoom • Why • While manipulating the scrollbars, the user needs to know what part of content is being displayed

  29. Navigational: Breadcrumbs • What • On each page in a deep hierarchy, show a list of the parent pages in order • When • In a deep hierarchy, users need help to keep track of where they are. • A user can go back up to any point in the hierarchy. • Why • Allow a user to move forward and back through a deephierarchy • The user knows wherehe is in the hierarchy

  30. Link to Design Video • https://www.youtube.com/watch?v=BKorP55Aqvg

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